Gamification as a neuroergonomic approach to improving interpersonal situational awareness in cyber defense

被引:0
|
作者
Ask, Torvald F. [1 ,2 ]
Knox, Benjamin J. [1 ,2 ,3 ]
Lugo, Ricardo G. [1 ,4 ]
Hoffmann, Lukas [5 ]
Suetterlin, Stefan [2 ,5 ,6 ]
机构
[1] Norwegian Univ Sci & Technol, Dept Informat Secur & Commun Technol, Gjovik, Norway
[2] Ostfold Univ Coll, Fac Hlth Welf & Org, Halden, Norway
[3] Norwegian Armed Forces Cyber Def, Lillehammer, Norway
[4] Tallinn Univ Technol, Estonian Maritime Acad, Tallinn, Estonia
[5] Albstadt Sigmaringen Univ, Fac Comp Sci, Sigmaringen, Germany
[6] Tallinn Univ Technol, Ctr Digital Forens & Cybersecur, Tallinn, Estonia
关键词
Gamification; cyber defense education; shared situational awareness; cognitive cyber warfare; sociotechnical communication; neuroergonomics; HEART-RATE-VARIABILITY; SELF-REGULATION; INDIVIDUAL-DIFFERENCES; EXTRINSIC MOTIVATION; REPRESENTATION; COMMUNICATION; STIMULATION; PERFORMANCE; MODEL; SCALE;
D O I
10.3389/feduc.2023.988043
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
In cyber threat situations, the establishment of a shared situational awareness as a basis for cyber defense decision-making results from adequate communication of a Recognized Cyber Picture (RCP). RCPs consist of actively selected information and have the goal of accurately presenting the severity and potential consequences of the situation. RCPs must be communicated between individuals, but also between organizations, and often from technical to non-/less technical personnel. The communication of RCPs is subject to many challenges that may affect the transfer of critical information between individuals. There are currently no common best practices for training communication for shared situational awareness among cyber defense personnel. The Orient, Locate, Bridge (OLB) model is a pedagogic tool to improve communication between individuals during a cyber threat situation. According to the model, an individual must apply meta-cognitive awareness (O), perspective taking (L), and communication skills (B) to successfully communicate the RCP. Gamification (applying game elements to non-game contexts) has shown promise as an approach to learning. We propose a novel OLB-based Gamification design to improve dyadic communication for shared situational awareness among (technical and non-technical) individuals during a cyber threat situation. The design includes the Gamification elements of narrative, scoring, feedback, and judgment of self. The proposed concept contributes to the educational development of cyber operators from both military and civilian organizations responsible for defending and securing digital infrastructure. This is achieved by combining the elements of a novel communication model with Gamification in a context in urgent need for educational input.
引用
收藏
页数:16
相关论文
共 50 条
  • [11] Enhancing Cyber Defense Situational Awareness Using 3D Visualizations
    Kullman, Kaur
    Cowley, Jennifer
    Ben-Asher, Noam
    [J]. PROCEEDINGS OF THE 13TH INTERNATIONAL CONFERENCE ON CYBER WARFARE AND SECURITY (ICCWS 2018), 2018, : 369 - 378
  • [12] Virtual reality for improving cyber situational awareness in security operations centers
    Munsinger, Brita
    Beebe, Nicole
    Richardson, Turquoise
    [J]. COMPUTERS & SECURITY, 2023, 132
  • [13] Modularizing Cyber Defense Situational Awareness - Technical Integration before Human Understanding
    Klein, Gabriel
    Guenther, Heiko
    Traeber, Susan
    [J]. FUTURE SECURITY, 2012, 318 : 307 - 310
  • [14] Improving Cyber Situational Awareness Through Data Mining and Predictive Analytic Techniques
    Pournouri, Sina
    Akhgar, Babak
    [J]. GLOBAL SECURITY, SAFETY AND SUSTAINABILITY: TOMORROW'S CHALLENGES OF CYBER SECURITY, ICGS3 2015, 2015, 534 : 21 - 34
  • [15] Improving Situational Awareness of Cyber Physical Systems based on Operator's Goals
    Timonen, Jussi
    [J]. 2015 International Conference on Cyber Situational Awareness, Data Analytics and Assessment (CyberSA), 2015,
  • [16] A framework to facilitate cyber defense situational awareness modeled in an emulated virtual machine testbed
    Raulerson, Evan L.
    Hopkinson, Kenneth M.
    Laviers, Kennard R.
    [J]. JOURNAL OF DEFENSE MODELING AND SIMULATION-APPLICATIONS METHODOLOGY TECHNOLOGY-JDMS, 2015, 12 (03): : 229 - 239
  • [17] Cyber situational awareness and differential hardening
    Dwivedi, Anurag
    Tebben, Dan
    [J]. CYBER SENSING 2012, 2012, 8408
  • [18] A Computational Model of Cyber Situational Awareness
    Dobson, Geoffrey B.
    Carley, Kathleen M.
    [J]. SOCIAL, CULTURAL, AND BEHAVIORAL MODELING, SBP-BRIMS 2018, 2018, 10899 : 395 - 400
  • [19] A Markov game theoretic data fusion approach for cyber Situational awareness
    Shen, Dan
    Chen, Genshe
    Cruz, Jose B., Jr.
    Haynes, Leonard
    Kruger, Martin
    Blasch, Erik
    [J]. MULTISENSOR, MULTISOURCE INFORMATION FUSION: ARCHITECTURES, ALGORITHMS, AND APPLICATIONS 2007, 2007, 6571
  • [20] Cyber Protect: A Situational Awareness Platform
    Bokang, Mangoale
    Pantsi, Phumeza
    Mapimele, Fikile
    [J]. PROCEEDINGS OF THE 16TH INTERNATIONAL CONFERENCE ON CYBER WARFARE AND SECURITY (ICCWS 2021), 2021, : 187 - 194